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D-DAY
BATTLE MANUAL
(Soft-Copy Version)

THE AVALON HILL GAME COMPANY - BALTIMORE, MD



Contents PAGE
Basic Game
Mapboard 2
Prepare For Play .. 2
How To Play 2
How To Win. 2
How To Invade . 3
How to move units on land .. 3
How to have combat 3
Allied Reinforcements . 3
More than one unit per hex .. 3
Multiple unit battles . 4
Movement after combat ... 4
Mountains 4
Fortresses . 4
Fortified Zones . 4
Contents PAGE
Rivers .. 4
Use of Headquarters units .. 4
Use of Parachute Units 4
Replacements .. 4
Combat Results Explanation 5
Tournament Game 5
How to Win . 5
Second Invasion .. 5
Sea Movement . 5
Supply . 5
Isolation .. 5
Strategic Air Power . 6
Diagrams of Play . 6
Historical Commentary 7
Appendix.. 8

For general information about Avalon Hills series of realistic games and their magazine, The Avalon Hill General,
send a stamped, self-addressed envelope to: The Avalon Hill Game Company, Baltimore, Maryland.



1965 T.A.H.G.C. Baltimore, MD. Printed in USA.
100313 D-DAY 1965 T.A.H.G.C. Baltimore, MD. Printed inUSA.
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An unforgettable day in history . . . the Allied invasion of Europe on J une 6,
1944.
D-Day is actually two games in one: The Basic Game is designed to introduce
the beginner to the art of wargaming; where as the Tournament Game is
designed for the true war-game aficionado . . . it is as challenging as Chess only
more versatile.

BASI C GAME

MAPBOARD

The mapboard shows the entire theatre of operations. Terrain features are
altered slightly to conformto hexagon patterns which are used to determine
movement. Hereafter, these hexagons will be called Hexes. Terrain features are
as follows:

CITY HEXES: Any Hex containing black criss-cross lines.

FORTRESS HEXES: Any city Hex outlined with a rcd border.

FORTIFIED ZONE HEXES: Any pink-toned Hex.

MOUNTAIN HEXES: Any brown Hex.

SEA HEXES: Any blue toned Hex containing an unboxed red number and red
arrow.

COASTAL HEXES: Any land Hex to which a red arrow points.

RIVERS: Solid blue lines that run between the Hexes.

INLAND PORTS: City Hexes that boxed numbers point to, such as Antwerp,
Rouen, etc.

INVASION AREAS: The 7 separate areas encompassed by red lines, each
containing its own troop invasion table.

REINFORCEMENT CENTERS: Any Hex in Germany containing a red star.

GRID-COORDINATES: Lettered columns run east-west; numbered columns
angle northwest-southeasterly to pinpoint locations. Examples: Dunkirk is M-
22, Bordeaux is LL-44, and Marseilles is TT-31.

BOXED RED NUMBERS: Supply capacity, pertinent in the Tournament game
only

ORDER OF BATTLE UNIT COUNTERS

Now study the die-cut Order of Battle Counters. Blue are Allied; Red are
German. These counters are your chessmen. Hereafter, they will be called
Units.

TYPES:

Headquarters

Infantry

Armored Infantry,
(Panzer Grenadier)

Armored or Panzer

Static Infantry (German only)

Parachute
NATIONALITY: provided for historical reference. When not indicated, they
are Allied (blue) and German (red).

ATTACK FACTOR: Basic fighting strength of a Unit when it is attacking.

DEFENSE FACTOR: Basic fighting strength of a Unit when it is defending.

MOVEMENT FACTOR: Maximumnumber of Hexes a Unit may move in one
Turn.



PREPARE FOR PLAY

STEP 1: Lay the mapboard out on a table. The Allied player sits on the
western side; the German player sits on the eastern side.
STEP 2: Punch out the Order of Battle Counters (Units). Allied player places
all blue Units in the section of the map marked Allied Units available in Britain.
The German player places all red Units as follows:
(a) All Static Units must be placed on Coastal Hexes only.
(b) The 9th S.S. Panzer Division, 49th & 51st S.S. Panzer Brigades, 3rd,
15th, & 25th S.S. Panzer Grenadier Divisions and 106th Panzer Brigade must be
placed on any of the Reinforcement (Star) Hexes.
(c) All remaining Units may be placed anywhere including Coastal Hexes.
(d) No Units may be placed in Switzerland, Spain, Sea Hexes or X-marked
Mountain Hexes.
(e) Units may be stacked up to three deep on any Hex. This preliminary
action by the German player means he is committing his Units to receive the
Allied invasion. The wisdom of such Unit placement may well determine
whether he wins or loses the game.
STEP 3: The Allied player selects one of seven invasion areas. He places his
Units on the proper Sea Hexes as instructed in the section headed Flow to
Invade. No German movement is allowed.

HOW TO PLAY

The Allied player moves all of his Units, he then resolves every battlethat is
his Turn. The German player moves all of his Units, and then resolves every
battlethat is his Turn. Together these two Turns are measured as the passage of
one week. Turn 1, the invasion week, is considered the first Turn of the game.
The condensed routine of play is as follows:
STEP 1: The Allied player moves all Units on the continent he chooses to
move. He then consults the Time Record Card and Troop Invasion Table and
puts new Units into play. New Units can also be moved. No German movement
is allowed. STEP 2: All battles caused by Allied movement are resolved one
battle at a time.
STEP 3: The German player consults the Time Record Card and if he is
due reinforcements he places themon the mapboard. He then moves all Units on
board he chooses to move. No Allied movement is allowed.
STFP 4: All battles caused by German movement are resolved one battle at
a time.
STEP 5: The German player checks off one Turn of the Time Record Card
and players repeat Steps 1 through 5 for the remainder of the game.

HOW TO WIN

ALLIED player wins if he either eliminates all German Units fromthe continent
or gets any 10 combat divisions across the Rhine-Ilssel River line between D-10
and AA-16 inclusive.

GERMAN player wins if he eliminates all Allied Units from the continent
(Units still in Britain would then he considered eliminated) or avoids the Allied
conditions of victory by the 50th week.
100313 D-DAY 1965 T.A.H.G.C. Baltimore, MD. Printed in USA.
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HOW TO I NVADE

Preliminary to play of the first week is the Allied players selection of the
invasion sight. He may choose any one of the seven invasion areas marked off on
the mapboard. To invade, the Allied player takes Units from the D-DAY section
of Britain and places them on the Sea Hexes within his chosen invasion area.

1. Allied player has the choice of which Sea Hexes to use and does not
have to use all of them within the chosen invasion area.
2. Allied player may place up to 2 Units on a Sea Hex although he can
place just one. Ignore the red numbers which apply in the Tournament game play
only.
3. Parachute Units may be placed on Sea Hexes, or they may be dropped
behind enemy lines as outlined in the section headed Use of Parachute Units.
4. Allied player cannot invade with more Units than allowed tinder "First
Turn" of the respective Troop Invasion Table. He may invade with less if he
wishes. Example: to invade Normandy: a maximum of 6 Infantry and 3
Parachute Units can he placed on any of 6 Sea Hexes between R-3 I and S-36
inclusive.
5. Units that are placed on Sea Hexes whose arrows point to vacant Coastal
Hexes must be moved onto those Coastal Hexeseven if such movement places
them adjacent to German Units on other land Hexes.
6. Inland movement in the invasion week is not allowed. Units may move
no farther than the first Coastal Hex they land on. There is only one invasion in
the Basic Game. Reference in a second invasion on the Time Record Card
applies in the Tournament Game only.

HOW TO MOVE UNI TS ON LAND

1. In any Turn you may move all your Units on Board.
2. You may move each Unit any number of Hexes not exceeding its
movement factor.
3. You do not have to move every Unit nor do you have to move any Unit in
your Turn.
4. You may move Units in any direct ion or combination of directions you
wish in the same Turn.
5. Unlike Chess and checkers you move all Units you choose to move before
resolving any battles.
6. You may move Units over top of friendly Units but you are not allowed to
move Units on top of or over your opponents Units.
7. Movement factors are not transferrable from one Unit to another nor can
they be accumulated from one Turn to the next.
8. Movement along the eastern edge of the mapboard can be through whole
Hexes only.

NOTE: The die is used only to resolve combat it has nothing to do with
movement.

HOW TO HAVE COMBAT


NO COMBAT COMBAT

ZONE OF CONTROL: Every Units zone of control is normally its six
adjacent Hexes (marked A thru F, see illustration above-left). You
automatically cause combat when you move a Unit into any one Hex of any
enemy Units zone of control (see illustration above-right). The player moving
his Units is always the attacker; his opponent is the defender. To determine battle
odds, the attackers attack factor is stated first and the defenders defense factor is
stated second. For example; if the 29th Division (4) attacks the 47th Static
Division (2) battle odds are 4 to 2, this is then reduced to 2 to 1. To resolve
combat the attacker rolls the die once and then cross indexes the die roll result
with the 2 to 1 odds column on the Combat Results Table.

ATTACKI NG
1. An attacking Unit ends its Turn as on as it enters the first enemy
controlled Hex.
2. You are not allowed to move an attacking Unit through enemy controlled
Hexes.
3. You may attack as many enemy Units as you can reach in the same Turn.
4. You may move as many Units into enemy zones of control as you are
able before resolving combat.
5. You resolve all combat one battle at a time after moving all the Units
you choose to move in your Turn.
6. The attacker has the choice of resolving battles in any order he chooses.
7. The attacker must resolve combat against every enemy Unit he has
moved Units next to.
8. The attack factor of a Unit never changes regardless of the terrain it is
attacking from.

I NVASI ON ATTACK

1. Units on Sea Hexes attack only those German Units on Coastal Hexes
the arrows point to. Example: lets assume there is one German Unit on R-35 and
another next to it on S-35an Allied Unit on Sea Hex S-36 attacks only the
German Unit on S-35.
2. Allied Units that are moved from a Sea Hex to a vacant Coastal Hex
must attack all German Units whose zones of control they are in.
3. Allied player may attack a German Unit on a Coastal Hex from both Sea
Hexes and Land Hexesresolving it as one battle.
4. An Attack by two Allied Units on the same Sea Hex against more than
one German Unit on a Coastal Hex must be resolved as one battleit cannot be
split into two battles.
5. Allied Units on Sea Hexes that are required to retreat or find no place to
go after combat has been resolved is eliminated instead.
6. Victorious assault Units must be moved onto vacant Coastal Hexes of
ling Units after combat in the same Turn.

DEFENDI NG

1. The defending player is not allowed to move any Unit while his
opponent is attacking.
2. A Units defense factor varies according to the terrain it is defending on.
Examples are shown on the reverse side of the Order of Battle Card.

ALLI ED REI NFORCEMENTS

Sea Hexes can he used only in the first week of play. On the second, and all
succeeding weeks, reinforcements from Britain must be placed directly on vacant
Coastal Hexes.

1. Allied player cannot bring in more reinforcements than allowed by the
respective Troop Invasion Table. Example: on the Second Turn at Normandy,
a maximum of 2 Armor and 4 Infantry Divisions can be placed on any of the 6
Coastal Hexes the arrows point to.
2. Reinforcements may be brought in only through controlled Coastal
Hexes of the invasion area. They may also be brought in through any controlled
Inland Port anywhere on board, Reinforcements through Bremen is not allowed.
3. All reinforcements can be brought in through just one coastal Hex or
Inland Port per Turn although the Allied player may use more than one if
desirable.
4. Reinforcements may not be brought in through Coastal Hexes of
invasion areas other than the ones assaulted in the invasion Turn.
5. After placement on land Hexes, reinforcements may be moved inland
according to their movement factors in the same Turn. For instance; a U.S.
Infantry Unit brought in on S-35 can tic moved as far as T-32.

MORE THAN ONE UNI T PER HEX

1. The Allied player may stack up to 2 Units of any kind, including HQ, on
the same Hex anywhere on the continent. The German player, because the
Germans were more tightly organized at this time, may stack up to 3 units of any
kind, including HQ, on the same Hex anywhere on the continent.
2. Stacked Units may stay together indefinitely or they may combine on one
Turn and split up on the very next Turn.
3. Stacked Units may pass over Hexes containing other friendly Units.
4. The movement rate of stacked Units is that of the slowest Unit in the stack.

Of course, the faster Units may continue on their way in the same turn after
splitting away from the slower ones.
100313 D-DAY 1965 T.A.H.G.C. Baltimore, MD. Printed in USA.
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MULTIPLE UNIT BATTLES

1. When two or more Units attack one defending Unit the attack factors of the
attacking Units must be totaled into one combined attack factor.
2. When one Unit attacks two or more defending Units the defense factors of
the defending Units must he totaled into one combined defense factor.
3. When several Units attack several defending Units the attacker has the
choice of dividing combat into more than one battle as long as:
(a) He battles every defending Unit that is in his attacking Units zones of
control, and
(b) He battles every defending Unit in whose zones of control he has
attacking Units.
4. The attacker may divide combat against stacked Units on the same Hex into
more than one battle as long as he has more than one attacking Unit.
5. Attacking stacked Units on one Hex may divide combat against defending
Units on separate Hexes. (See Invasion Attack for exception).
6. The attacker is not allowed to split any one Units attack factor and apply it
to more than one battle, nor can a defending Units defense factor be likewise
split.
7. The attacker may deliberately sacrifice one or more attacking Units at
unfavorable odds in order to gain more favorable odds over remaining defending
Units. This tactic is called "soaking off". Example: lets assume that 6 Allied
Infantry Divisions (all 4-4-4 Units) engage the German 2nd SS, 9th SS, and 12th
SS Divisions (all 6-6-4 Units). One Allied Unit soaks-off against the 2nd SS and
9th SS Units at 4-12 odds. The remaining 5 Allied Units then attack the 12th SS
at 20-6 odds.
8. Soak-off odds cannot be worse than 1-6. Anytime the attacker finds one of
his Units surrounded at odds of l-7 or worse, he must either bring up enough
Units in support to bring odds down to 1-6 or better, or eliminate it from the
hoard before resolving any battles.
9. No Unit, attacking or defending, may fight more than one battle in any one
players Turneven if it finds itself in enemy zones of control after combat has
been resolved. In this event, the defending Unit must either attack or withdraw
in its Turn. If it chooses to attack it may do so by staying where it is or by
withdrawing from the enemy zone altogether and then re-entering by a different
Hex. In this instance, Units may not withdraw and re-enter by a route that would
force them into or through zones of other enemy Units.

MOVEMENT AFTER COMBAT

Attacking Units are not allowed to advance in the same Turn after combat has
been resolved. However, the attacker has the option to occupy the losers Hex
with his victorious Units in the following cases, only:
(a) Attacking Units may cross a river and move onto Hexes vacated by a
defeated enemy whose defense factor had been doubled,
(b) Attacking Units may move onto City, Fortified Zone, Mountain or
Fortress Hexes vacated by the defeated enemy.
This also applies to surviving attacking Units in Exchanges.

MOUNTAINS

1. Movement through Mountain Hexes is naturally slower than normal. Thus
all Units, regardless of their movement factors, move through Mountain Hexes at
the rate of 1 Hex per Turn.
2. All Units must end their Turn as soon as they move into a Mountain Hex.
They cannot proceed until their following Turn.
3. All Units may leave Mountain Hexes at their normal movement rate.
4. No Units are allowed to move through or onto Mountain Hexes marked
"X.
5. The defense factor of all Units doubles when attacked while on a Mountain
Hex.

FORTRESSES

1. There is no change in the movement rates of Units passing through
Fortresses.
2. Differing from normal, Units in Fortresses have no zones of control over
adjacent Hexes. Thus, enemy Units can pass right by without having to stop and
attack.
3. The attacker may move Units next to a Fortress containing enemy Units
without attackingalthough he has the option to do so. If he does attack, all
Units in the Fortress must by fought hut he does not have to use all adjacent
Units of his in the attack.
4. Units in Fortresses do not have to attack enemy Units left adjacent to
themalthough they have the option to do so. If he does so, the attacker must
attack all adjacent enemy Units but does not have to use all of his Units in the
Fortress in the attack.
5. Units adjacent to more than one Fortress may attack one without attacking
the other.
6. The defense factor of all Units triples when attacked while in a fortress.

FORTIFIED ZONES

1. There is no change in the movement rates of Units when passing through
Fortified zones.
2. The defense factor of all Units doubles when attacked while on a Fortified
Zone Hex.

RIVERS

1. There is no change in the movement rates of Units when crossing rivers.
2. Differing from normal, Units adjacent to a river have no zones of control
over adjacent Hexes on the opposite side of the river. Thus, enemy Units can
pass right by without having to stop and attack.
3. The attacker may move Units next to enemy Units separated by a river
without attackingalthough he has the option to do so. If he does attack, all
adjacent Units across the river must he fought but he does not have to use all of
his adjacent Units in the attack.
4. Units adjacent to more than one river line may attack across one without
attacking across the other, For instance: A Unit on V-27 may attack a Unit
defending on U-26 without having to fight a Unit defending on V-26.
5. The defense factor of all Units doubles when attacked from across the river
except when attacked from the same side of the river at the same time, in which
case the defense factor remains basic.

USE OF HEADQUARTERS UNITS

While rather large in manpower Headquarters Units had very little attack
ability, thus they cannot attack. However, HQ Units have a zone of control and
enemy Units must stop and attack just as if they were attacking regular combat
Units. Eliminated German Headquarters Units may not he brought back s
reinforcements.

USE OF PARACHUTE UNITS

At this point historically, German Parachute Units lacked the training
necessary to perform as suchthus they cannot he used in any air drops.
However, Allied Parachute Units can be used in air drops as follows:
(a) Each Parachute Unit may be dropped twice per game.
(b) Units must be dropped within 5 Hexes of the closest Allied Combat
Unit. (Combat Units may be moved first to gain maximum range).
(c) Units cannot be dropped directly onto an enemy controlled Hex.
(d) Units cannot be dropped on Mountain or Sea Hexes.
(e) Allied player may drop more than one Parachute Unit per Turn hut they
must be dropped simultaneously. He cannot drop a Parachute Unit, move it 3
Hexes and then drop another 5 Hexes from it.
Dropped Units may be moved their full movement factor in the same Turn.
Once dropped. Parachute Units are treated the same as normal land Units. To
perform an air drop of a Unit already on land, simply transfer it from its current
location to any Hex on board you wish subject to above restrictions. The
placement of a Parachute Unit on a Sea Hex in the invasion Turn does not
constitute an airdrop.

REPLACEMENTS

1. From the 9th week on, the Allied player receives replacements from the
dead pile. The replacement rate is 2 attack factors per Turn maximum and they
may consist of Units of any kind except HQ and Parachute Units. Unused
replacement allowances may be accumulated. Replacements are brought onto the
continent in the same manner as reinforcements, Replacements plus
reinforcements cannot exceed the maximums stated by the troop invasion tables.
2. From the 16th week on, the German player receives replacements from the
dead pile. The German replacement rate is 5 attack factors per Turn maximum,
and they may consist of Units of any kind except HQ and Static Units. Unused
replacement allowances may be accumulated from Turn to Turn, Replacements
can be placed on hoard at any time during the German players Turn, He must
place them only on red star Hexes not in enemy zones of control. Red star Hexes
do not have to be garrisoned to receive replacements. Once on board
replacements can be moved and used in combat in that Turn.
100313 D-DAY 1965 T.A.H.G.C. Baltimore, MD. Printed in USA.
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COMBAT RESULTS EXPLANATION

The method of resolving combat is explained on the Combat Result Table
itself. The following explains the meanings of those combat results.
ELI M: All losing Units arc eliminated from the board. A applies to all
attacking Units and D applies to all defending Units.
BACK 2: All losing Units must he retreated by the winner the full 2 Hexes.
Retreat can be through friendly Units, across rivers and over all playable terrain.
However, retreating Units are eliminated if the only available retreat route
forces them into or through enemy zones of control, off the board, into the Sea,
across more than one Mountain Hex, or placed on friendly Units that would
result in stacks exceeding the maximum. The winner cannot force losing Units
into such blocking zones of control and terrain if alternate unblocked routes of
retreat are available.
EXCHANGE: The defender removes all of his Unitsthe attacker
removes a number of his Units whose combined attack factors total at least that
of the defense factors removed by the defender. Sometimes an exchange does not
work out even up in which event the attacker may have to remove Units whose
combined attack factors total more than the defense factors removed by the
defender. Defense factors are computed at value according to defensive position.
Example:
If the Allied 29th Division (whose defense factor is 4) is defending in a city,
the attacker must remove 8 attack factors because the 29ths defense factor has
been doubled to 8.

* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *

STOP! You have finished reading the rules for play of the Basic Game. It is
suggersted you play two or three games to become familiar with the rules before
proceeding further into the Tournament Game rules. Examples of play and an
Appendix of questions on the mechanics play are included in the back of this
Battle Manual.

Presented here are the instructions for the Tournament Game which adds
greater realism and depth to the play of D-Day.

TOURNAMENT GAME

For greater realism we suggest that you get into the play of the Tournament
Game as soon as you have mastered the Basic Game. All of the Basic Game
rules apply except where indicated in the following rules.

HOW TO WIN

ALLIED player wins if he accomplishes any one of the following conditions
of victory:
(a) destroys all German Units, or
(b) maintains at least 10 combat Units anywhere east of the Rhine-Ilssel
river line between Dl0 and AA-16 inclusive for four consecutive Turns. If the
number of Units drops below 10 during the four Turn span the Allied player
must bring this total back up to 10 or more and maintain such for another four
Turn span.
GERMAN player wins if:
(a) he has managed to keep Allied Units completely off the continent for 10
consecutive Turns, or
(b) eliminates all Allied Units, or
(c) avoids the Allied conditions of victory by the 50th Turn.

SECOND INVASION

In any Turn after the 8th Turn the Allied player has the option of conducting
another invasion. The second invasion procedure is exactly the same as for the
first invasion. The Allied player may assault the same area assaulted in the first
Turn or he may choose another one of the seven invasion areas. Starting in the
Turn following the second invasion Allied reinforcements may be brought in
through both invasion areas for the remainder of the game. The Allied player is
not required to make a second invasion and he may not launch more than two
invasions in any game.
Thus, the German players strategy must differ greatly from that of the Basic
Game . . . he can no longer withdraw Units from all invasion areas after the first
Turn.

SEA MOVEMENT

German Units cannot move anywhere by sea. However, any Allied Unit may
move by sea:
(a) from one previously assaulted invasion area to another previously
assaulted invasion area 10th Turn and thereafter,
(b) from a previously assaulted invasion area back to Britain, or to an
Inland Port.
(c) from one Coastal Hex to another within the same previously assaulted
invasion area,
(d) from one inland port to any other inland port,
(e) from one inland port back to Britain or to any previously assaulted
invasion area.
IMPORTANT: Sea movement is allowed only through captured Inland Ports
and Coastal Hexes of invaded areas not in enemy zones of control. Use of non-
invaded areas for sea movement is not allowed.
Sea Movement procedure is as follows: In one Turn you move your Units to
embarkation hexes (Coastal Hexes or Inland Ports) and then oft the board. In the
following Turn you place such Units at debarkation hexes of your choice after
which they may be moved in the same Turn. Units may debark directly onto
enemy controlled hexes in which event they must end their Turn and attack. Any
number of Allied Units may embark and debark through the same hex in any one
Turn.

SUPPLY

It is assumed that the German supply capacity is great enough to sustain all of
his units at anytime during the game. However, the Allied player is somewhat
limited in supplies. He cannot have more Units (HQ and combat) on the
continent than he can furnish supplies to and he must be within 17 hexes of
his source of supplies at all times.
1. In this game, there are no supply counters as such. However, control of
certain Coastal Hexes and Inland Ports determines the number of Allied Units on
the continent that can be supplied. Each Sea Hexs red number indicates the
number of Units on land that can be supplied through the Coastal Hex the arrow
points to each boxed red number refers to the same thing for Inland Port
Hexes. Supply is allowed only when the Allied Player controls such hexes:
(a) to control Coastal Hexes, the Allied player must keep them out of
any German HQ or combat Units zone of control.
(b) to control Inland Ports, German zones of control must be removed
from every hex around that port that contains a blue initial of the port (R for
Rouen, etc.).
Example: Control of Rouen, and Coastal Hexes R-34, S-35 means that the
Allied player can supply a maximum of 17 Units on land per Turn.
2. Coastal Hexes of non-invaded areas can be used for supply provided
they have been captured by normal land attacks and are not in German zones of
control. For instance, the Allied player can increase by 5 his supply capacity of
the above example if he captures Avranches.
3. In cases when German Units have abandoned or not even defended
hexes of supply, the Allied player must pass through such hexes before using
them for supply. Garrisoning, however, is not necessary.
4. The Allied player cannot have more Units (HQ and combat) on the
continent than he can supply through hexes that he controls. If successful
German counter-attack cuts the Allied supply capacity below the actual number
of Allied Units presently on the continent then the Allied player must bring
supply capacity back into balance by either:
(a) increasing the supply capacity in his very next Turn, or
(b) withdrawing to Britain, via Sea Movement, a number of units in his
very next Turn so that the number on the continent is not greater than the
reduced supply capacity.
If the Allied player cannot bring supply capacity back into balance by the end
of his Turn, then all excess combat Units are automatically eliminated. Allied
player has the choice of which combat Units to be removed.
5. No Allied Unit can be more than 17 Hexes away from his source of
supply, namely an Inland Port or Coastal Hex he controls. Example: If the
eastern most source of supplies is Inland Port Rouen, the closest any Allied Unit,
combat and HQ, can be to the Rhine is row 18 that bisects Brussels and Sedan.
None of the 17-hex line can be in German zones of control. If the result of
German attack finds an Allied Unit more than 17 hexes away, he must get back
to within 17 hexes by the end of the 2nd Allied Turn of isolation or be
eliminated. EXCEPTION: The 17 hex rule does not apply to Units in Fortresses
as it is assumed that there is an unlimited source of supply from within.
However, Fortresses cannot he used as a source of supplies for Units outside.

ISOLATION

1. Any Unit, Allied and German, becomes isolated when it is surrounded by
enemy zones of control, or a combination of enemy zones, the Sea, X
100313 D-DAY 1965 T.A.H.G.C. Baltimore, MD. Printed in USA.
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Mountain Hexes, neutral countries and board edge. Any Unit that is isolated for
two consecutive Turns is automatically eliminated. Example: an Allied Unit that
becomes isolated in the German players 3rd Turn would be eliminated at the
end of the Allied players 5th Turn; and a German Unit that becomes isolated in
the Allied players 3rd Turn would be eliminated at the end of the German
players 4th Turn.
2. To avoid isolation a supply line must be created to the isolated Unit by the
end of the 2nd Turn of isolation. A supply line is any line of hexes one hex wide
(not under enemy zones of control) leading to a source of supplies subject, in the
Allied case, to the 17-hex supply rule.
3. The German source of supplies is any controlled hex on the east side and
adjacent to the Rhine-Ilssel River between hexes D-IO and AA-16 inclusive; the
allied source of supplies is any controlled Coastal or Inland Port Hex.
4. Isolation does not apply to Units in Fortresses. Units surrounded in
Fortresses can remain there indefinitely.

STRATEGIC AIR POWER

Beginning with the first Turn, the Allied player may use his strategic air
capability. He can attack up to 2 hexes a Turn by air but no more than 8 hexes
per game. Air attack takes place during the combat portion of the Allied Turn.
The Allied player rolls the die once for each hex being attacked and refers to the
table for its effect.


DI AGRAMS OF PLAY

The diagrams shown on the reverse side of the Order of Battle Card should be
studied first. They deal basically with defense situations involving attacks upon
Units defending on varying terrain. Shown here are the more intricate situations
which will give you a broader insight on methods of conducting combat.

PREPARE FOR PLAY!

Here is what the board might look like after both players have placed their
Units. The Allied commander merely places his Units in Britain. The German
commander places his Units in defending positions he thinks will best repulse the
Allied invasion. This German setup practically precludes any chance of Allied
success when invading areas other than Brittany, Bay of Biscay and South of
France. The German player has left these undefended in order to make North
Sea, Pas de Calais and Le Havre impregnable. The German player does not
worry about the undefended beaches because they are so far away from Germany
that he would have plenty of time to form strong defensive lines after the Allied
player has committed his attack to one of these areas. The closest the Allied
player can attempt an invasion with a reasonable chance of success is at
Normandy. Even this is ill advised but for illustrative purpose we shall select this
area.
HOW TO I NVADE:

The Allied player must be bold; the conservative approach of landing all
invasion Units on the undefended Coastal Hexs will prove fatal because the
German player will have an easy time sealing oft the St. Lo-Bayeux bottleneck.
Thus, the Allied player hopes to eliminate this possibility by dropping Parachute
Units behind enemy lines. The three Parachute Units are dropped on Hex U-33
which is not in any enemy zone of control the adjacent German Unit at V-34
is on the opposite side of the river thus its zone of control does not extend across
to U-33. The Allied player has landed two 44-4 Units on Sea Hex R-31 and,
along with the 17th Parachute, attacks German Lehr at 11-10 (1-1) surrounded.
Chance of victory is only 33%although there is a 50%chance of eliminating the
German Lehr Unit. Next, the Allied Units on Sea Hex R-32 and the Parachute
Units on T-33 attack the German 2nd at 14-14 (1-1). The remaining 1st SS
German Unit is not attacked. The remaining two Units allotted by the Troop
Invasion Table are landed on Sea Hexs P-32 and P33. Since the Coastal Hexs to
which their arrows point are undefended they are moved directly onto those hexs
to establish the beachhead. Victory in one or both of the above attacks will put
the Allied player In quite an advantageous spot:
(1) he will have secured a firm beachhead relatively close to Germany and
(2) he will have eliminated the only really strong German Units in the
vicinity.
However the risk is so great, especially to the tactically important Parachute
Units (the two Parachute Units, however, have a retreat route to T-32 and U-33
which are on opposite sides of the river to adjacent enemy Units) that we
recommend the assault be made instead at Brittany when faced with the above
German defensive setup.

HOW TO HAVE COMBAT

All three Allied Units are moved into
German 3-4-3s zone of control. Notice
that Allied 5-5-4 circled hex B to gain
an attack position that would leave
German 3-4-3 surrounded by Allied zones
of control. This means that German 3-4-3
would be eliminated even if the Combat
Results Table calls for a retreat. However,
had Allied 5-5-4 moved onto hex B then
German 3-4-3 would have a retreat route
through hex D which would be the only
hex not under Allied zones of control.


100313 D-DAY 1965 T.A.H.G.C. Baltimore, MD. Printed in USA.
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Allied 3-3-3 soaks off against
German 1-1-3 and 5-5-3 at 3 to 6
odds. This gives Allieds
remaining Units odds of 10-2 over
remaining German 1-2-2 Unit.
This tactic by Allied player forces
surviving German Units to
withdraw or counter-attack at
relatively unfavorable odds.



A

B
The attacker, Allied In this case, may divide combat In two ways. In (A)
combat is resolved in two separate battles. In (B) combat is resolved in three
separate battles. Notice that in dividing combat every German Unit that is in an
Allied zone of control will be fought. Notice, too, that Allied 17th cannot battle
German 272 because they are not in each others zone of control, and Allied 13th
is in no German Units zone of control so it cannot engage in combat at all.



The result of an Allied attack has left
German 1-2-2 with a forced soak-off
situation, at first glance it would
appear that German Units have Allied
8th surrounded. But a closer look
finds that German 1-2-2 would have to
soak-off at 1 to 8. Since this is greater
than 1 to 6 it is not allowed.
Therefore, if German player does not
bring up enough additional Units to
bring soak-off odds down to at least
16, then German 1-2-2 must be
removed before resolving the 1 to 1
attack against Allied 8th.


A

B

C
In (A) Allied player resolves combat in
two battles. But in (B), the result of both
battles leaves opposing Units still
engaged. Therefore, German 3-4-3 must
either withdraw or attack in his Turn. If
he decides to counterattack as in (C), he
is allowed to withdraw from his previous
position (hex X) and re-enter Allied 3-3-
3s zone. German 3-4-3 is not allowed to
re-enter Allied 5-5-4s zone at hex A
because to do so would require moving
to hex B first a hex controlled by a
different Allied Unit. Of course, German
3-4-3 has the option to counterattack
from his original defensive position, hex
X.

HI STORI CAL COMMENTARY

GENERAL SI TUATI ON: The Allied forces, although leading in number of
units, combat power and mobility are severely pressed for time.
In order to win, Allied forces must breach the line Rhine-Ijssel in force by the
46th week after D-Day and maintain their bridgehead for 4 weeks without
interruption. Because of the effects of the German replacement rate which begins
at D-Day plus 16 weeks, however, the Allied forces must move with great speed
and decisiveness in the early weeks of the campaign.
If Allied forces are not within striking distance of the Rhine by 16th week, the
probability of victory swings to the German side.
Of course, it is an axiom of war that the first objective should be the
destruction of the enemys armed forces. Thus if the huge mass of German forces
in the West could be destroyed or effectively neutralized, the Rhine can be
breached with ease providing this can be accomplished before German
replacements begin to be a factor.
Thus the Allied side is committed to a Strategic Offensive stance and the
German side to a Strategic Defensive.

THE TERRAI N: The terrain of the theatre of operations, presented in most
general terms, resembles a funnel with the widest part to the West and South and
the narrowest to the East.
Further, the Eastern constriction is clogged with easily defended mountains,
north-south Rivers and fortified areas.

THE BASI C ALLIED STRATEGY: In broad terms, the Allied problem can
be stated as in two parts:
1. Getting and staying ashore.
2. Getting to the Rhine in force.
Allied forces have sufficient landing craft to attempt two separate invasions,
but not simultaneously. Thus the second part of the problem getting to the
Rhine in force affects the first part.
Oberkommando West does not have sufficient forces to preclude a successful
first invasion in more than five of the seven areas at best and three of the seven
areas at worst.
Thus the Allied commander must select the initial invasion area with two
problems paramount he must give himself every reasonable assurance of
getting ashore, which implies striking the lesser defended areas, but in turn must
be sure he has a good chance of reaching the Rhine in about 16-20 weeks, which
implies using one of the areas closest to the Rhine but, assuming the German is
competent, the very ones which will be stoutly defended.
The easy invasion areas should be (again assuming the German is
competent) Brittany, Biscay, South France, and possibly Normandy. The
tough invasion areas should be North Sea, Pas de Calais, Le Havre and
possibly Normandy. The almost impossible should be Pas de Calais and Le
Havre.
The second invasion provides the Allied commander with great opportunities
and, if handled properly, can give him the better of two worlds. For example, he
might strike at an easy area, draw German mobile reserves to him and strike at a
hard area later, outflanking the German and make him run like a wet hen
between critical areas.

THE BASI C GERMAN STRATEGY: In broad terms, the German problem
can also be stated as in two parts:
1. Crush the invasion very early.
2. Failing in that, fight a withdrawing battle to the Meuse, Moselle or, at
worst, the Rhine.
The first part depends upon the generosity of the Allied commander. Since the
German must, at all costs, stoutly defend North Sea, Pas de Calais, Le Havre and
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possibly Normandy, his chance of repulsing an invasion is determined by
whether or not the Allied forces assault one of those areas.
Even if they do, however, victory is far from certain. The German side is
blessed by a great many units, but few of them are mobile or of offensive worth
Thus for the German to be caught on exterior lines as counter-attack against
any beachhead usually places him is a thing of great peril and creates a
crust situation. He must hold at all points or be caught in a debacle, as his
edge units cannot outrun an enemy breakout. In fact, the essence of German
strategy is to remain on interior lines.
One would think that the German would be better off retreating to, say the
Meuse and holding on until the 16th week. Yet it is on the beaches that the
German can inflict the most casualties on the Allied forces. Further, an
immediate withdrawal means abandoning the majority of the Static Divisions to
their fate, and although this loss is hardly great in combat power, it leaves the
remaining mobile divisions with the necessity of conducting a crust defense
without sufficient reserves.
If the Allied commander selects a hard area, the German is usually wise in
doing the following: counterattack vigorously, beat a fighting withdrawal when
exterior lines become dangerous, maintain a solid mobile striking force to use in
sudden thrusts during the withdrawal, form a line in the neck of the funnel, build
a mobile reserve to counter Allied thrusts, wait for replacements and eventually
smash the Allies in a vigorous counter-offensive. Be careful of being cutoff!
If the Allied commander selects an easy area, the German should
depending upon his skill and the circumstances try to create a mobile battle
situation somewhere in central France while maintaining a strong barrier of
Static divisions in the North Sea-Pas-Le Havre area to ward off or slow down the
second invasion.

THE REAL CAMPAIGN: In real life, the German command concluded that
the Pas de Calais and Le Havre areas would be invaded because of the proximity
of these areas to Central Germany. Their 15th Army the strongest by far
was placed in this area. Just before D-Day, their attention was attracted to
Normandy and, at the last minute, certain improvements to their position there
were made.
Of course, the invasion struck in Normandy. The German 7th Army fought a
superb defensive battle and badly delayed the Allied buildup and beachhead
expansion. But the German command, for six fatal weeks, regarded the
Normandy invasion as a feint and kept the bulk of their forces north of the Seine.
When these forces finally moved south, they arrived in time to witness the
Allied breakout and enveloping movement which shattered their front. The
second Allied invasion in South France could not be seriously contested, and the
shreds of the German Army in the West fled toward Germany.
In December, 1944, they even managed to mount a counter offensive in the
Ardennes (Battle of the Bulge), but this was crushed and the end was in sight
Allied forces first closed to the Rhine and then breached it in many areas.


APPENDI X

The following is a series of questions and answers dealing with unusual situations that occur from time to time.

INVASION:

Q: Suppose all Allied Units are eliminated in the first Turn, what happens?
A: In the Basic Game, the game is over. In the Tournament Game, players
immediately proceed to the 9th Turn where the Allied player tries again.
Complete elimination again means loss of the game to the German player.

ATTACKING:

Q: Why does a combination cross-river and same-side-river attack wipe out the
doubled defense factor?
A: It is assumed that attack from the same side would draw enough fire from the
defender to make river crossing much easier.

Q: If a stack of two Units has been surrounded with one eliminated but the other
surviving, can the surviving Unit move one hex to get better odds in his forced
attack?
A: No. The only way he can move is if there is room to move out of enemy
zones altogether and then re-enter a different hex for the attack.

SUPPLY:

Q: If a German Unit Is next to, but not on, a hex containing a letter of the Port, is
the Port under Allied control?
A: No for instance, if a German Unit is on any one of Z-41, Z-40, Z-39, Z-38,
AA-38, BB-38, CC-39, DD-40, DD-41, DD-42 hexes, the Allied player does not
control Nantes.

Q: Does the Allied player have to control all 17 hexes of the supply line when
his Units are the maximum distance away from the source of supplies?
A: Not exactly it's just that there can be no German zones of control lapping
over on any of those 17 hexes. It is not necessary for every supply line hex to be
directly in Allied zones of control.

Q: Can the Allied player land more Units than he is able to supply?
A: Yes . . . but he must have them in proper balance by the end of his Turn after
combat has been resolved as all excess Units become eliminated under the
supply ruling.

REINFORCEMENTS:

Q: Is the number of Units brought in through inland ports subject to the
limitations of the troop invasion table.
A: Yes.

RETREATS:

Q: An attacking Unit is forced to retreat through a hex that is in the zone of
control of both players. Does this fact neutralize that hex allowing the retreating
Unit to escape?
A: No that Unit is eliminated. The overlap of a friendly Units zone of control
does not neutralize such blocking hexes.

Q: A Unit is forced to retreat in an across- river attack. If it is forced to retreat
past the attacking Unit through adjacent hexes but still on the opposite side, is it
eliminated instead?
A: No since zones of control do not extend across rivers, even though a cross-
river attack is made, retreated Units are not eliminated as long as the retreat
occurs through hexes on the opposite side of the river from the attacker. This
also applies to Fortresses in like situations.

AIR DROPS:

Q: The rule states that a Paratroop Unit cannot be dropped into an enemy zone of
control. Does this mean that they cannot be dropped adjacent to enemy Units?
A: In most cases they cannot be dropped adjacent to enemy Units. However,
they can be dropped directly adjacent to them in cases where enemy Units do not
control those adjacent hexes. Thus, if a fortress contains an enemy Unit, Allied
Paratroop Units could drop directly onto adjacent hexes. Also, they could be
dropped adjacent to enemy Units opposite a river line.

EDITOR'S NOTE: This rulebook was originally intended to be a softcopy
duplicate of both the original Basic & Tournament rulebooks that were printed
back in 1965. However, both rulebooks have been combined into one "Battle
Manual". It thereby contains the rules for both the Basic & Tournament set of
rules. Some very minor changes and/or modifcations were made in order to
update the rulebook to reflect the current wordage used today in the boardgaming
society.
100313 D-DAY 1965 T.A.H.G.C. Baltimore, MD. Printed in USA.
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100313 D-DAY 1965 T.A.H.G.C. Baltimore, MD. Printed in USA.
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